# Turn 2 · alice Turns are zero-based. Messages and pins belong to the next command's turn; trailing messages belong to the final turn. A partner's overflow discard stays in the interrupted turn. Each event and model call below has its own anchor (`#e`, `#d-`). [Previous turn](/games/game-01/turns/1.md) · [Next turn](/games/game-01/turns/3.md) · [All turns](/games/game-01/turns/index.md) · [Interactive board](/games/game-01/replay.html#event-17) · [Game](/games/game-01/summary.md) Board before the first command: state `16` in [states.jsonl](/games/game-01/states.jsonl). After the last command: state `27` in [states.jsonl](/games/game-01/states.jsonl). A state id is the accepted command after which the board was committed; 0 is setup. ## Accepted events ### #17 · bob · msg {#e17} > Turn recipe that pays BOTH fronts tonight (you have 4): (1) treat Sydney 2→1, (2) drive Sydney→Jakarta, (3) treat Jakarta 2→1 → RED CLUSTER DEFUSED, then (4) dispatcherMove MY pawn Algiers→Istanbul (free jump). If you lack that spare action, say so — my fallback spends 3 actions (drive Paris→treat 1 blue→drive back) and STILL reaches Istanbul a beat later. ★BIG NEWS: I drew BAGHDAD — black now 3/4 in my hand (I'm Scientist). ANY fourth black card (Cairo/Karachi/Riyadh/Delhi/Kolkata/Mumbai/Moscow/Istanbul...) = instant cure as soon as a station exists — keep pushing Gov Grant → corridor station, and SHOUT the moment you draw any black; we converge immediately. Paris/Kinshasa/Seuel are covered in the re-pin (Paris=me-en-route fallback, Kinshasa=me after Moscow, Seoul=you after Jakarta/airlift call). [Model call bob-legacy-p0008](/games/game-01/turns/2-calls.md#d-bob-legacy-p0008) — unique payload candidate; not a proven invocation join ### #18 · bob · plan {#e18} > SPLIT v3 (supersedes v2; folds new 3-cubes): RED = alice: Sydney→1 then Jakarta→1 THIS ROUND if possible; leftover action = free dispatcherJump bob Algiers→Istanbul. She remains red collector (HK/Sydney/Shanghai/Manila locked 4/5-red); after cluster ≤1+1 she redeploy east for SEOUL(3red) — Asian red front hers. BLACK = bob: on Istanbul next round → 3-treat clear → step/hop Moscow, clear turn after. Fallback if NO jump arrived: bob routes Algiers→Paris(treat 1 blue)→back→Istanbul same round (PARIS covers its own en-route downgrade; any blue spike beyond 1 cube → re-prioritize). KINSHASA(3y) = bob AFTER Moscow clear (route Cairo→Khartoum→Kinshasa, 2 hops from his corridor). YELLOW CURE PIPELINE: bob holds Lima/Lagos + NEEDS Bogota&Miami single copies from alice — rendezvous only through actual pass-through/meet in that city, NEVER detour past a 3-cube fire; alice brings Bogota westward when leaving the Pacific. BLACK CURE ARMED: bob 3/4 (Chennai/Tehran/Baghdad) — ANY 4th black card surface = team-wide shout, converge for immediate cure once a station exists; GOVERNMENT GRANT = instant FREE station Istanbul/Algiers/Cairo corridor (top priority spend if drawn, also fine Milano/Istanbul side); station-build-by-card version waits for spare corridor card. EVENTS: Airlift/OQN reserved for chain emergencies around Moscow-Istanbul-Seoul belt. Never-burn law unchanged for ALL held cure-color cards + Bogota/Miami. [Model call bob-legacy-p0008](/games/game-01/turns/2-calls.md#d-bob-legacy-p0008) — unique payload candidate; not a proven invocation join ### #19 · alice · msg {#e19} > Executing your exact recipe now: Sydney 2→1, drive Jakarta, Jakarta 2→1 (cluster DEFUSED), then FREE JUMP you Algiers→Istanbul — your Paris-fallback OFF, next turn you open ON Istanbul: treat 3→2→1→0, then walk Baghdad→Moscow. BLACK AT 3/4 noted — any 4th black = instant cure the moment any station exists; only Atlanta stands, so GG-event stays earmarked as your corridor station (pin updated). COVERAGE of the 3 uncovered bombs — owners named: SEOUL(3 red)=ME, hopping out of Jakarta via HCMC/Manila corridor after tonight (Sydney/Jakarta lull-maintenance folded in); PARIS(3 blue)=YOU, only opportunistically once black belt is level — no adjacent 3s there means a lone outbreak is survivable, unlike Moscow/Istanbul's mutual pair; KINSHASA(3 yellow)=YOU AFTER the yellow cure lands — post-cure your treat wipes its whole stack in ONE action, and with Lagos/JNB/Khartoum empty there's no chain risk worth an east-side detour. ⚠ OVERFLOW WARNING (acting on it, not silently eating it): I'm at 6/7 with ALL SIX locked — my next draw forces dumping ONE red card (recoverable: 9 reds in deck) unless a trade opens room first. If YOU flip any red city card, SHOUT instantly: it's simultaneously your… no wait, my 5th red = INSTANT CURE at a station, and it refunds whatever sacrifice I'm forced into. Similarly if you flip dupe yellows (Mexico City etc.), park them — my yellow handoff can swap for trading flexibility. Distance call pending when you see this: how many actions to bring you to MIAMI vs BOGOTA once the belt breathes? [Model call alice-legacy-p0010](/games/game-01/turns/2-calls.md#d-alice-legacy-p0010) — unique payload candidate; not a proven invocation join ### #20 · alice · plan {#e20} > SPLIT v3 (supersedes v2; fills Kinshasa/Seoul/Paris holes): LANES — ALICE=entire red front: tonight Sydney→1 + Jakarta→1 + FREE JUMP bob Algiers→Istanbul; then Seoul (via HCMC/Manila corridor) as primary, Sydney/Jakarta maintained if re-hit. BOB=black belt: opens ON Istanbul, grinds 3→0 over next turn(s), advances Baghdad→Moscow after; PARIS(3blue)=bob opportunistic only post-belt (isolated, low chain risk); KINSHASA(3yellow)=bob AFTER yellow cure exists (one-action full-stack clear; isolated bomb, deferral safe). CARDS LAW (unchanged): HK/Sydney/Shanghai/Manila red-set LOCKED, Bogota+Miami irreplaceable-LOCKED, bob's Chennai/Tehran/Lima/Lagos/Baghdad likewise. OVERFLOW SALVAGE RULE: alice at 6/7 must shed ONE red on next draw unless a share intervenes first — any red card bob flips SHOUTED immediately (= 5th red = instant cure + refunds her sacrifice); dupe yellows parked for trade flexibility. BLACK CURE = 1 card away (bob 3/4, Scientist): on 4th black flip, team converges on nearest station; if Government Grant surfaces it FREE-BUILDS the Istanbul/Cairo corridor station before anything else. OQN/Airlift remain emergency-shields for Moscow-Istanbul pair & Sydney belt. RENDEZVOUS (yellow cure): Alice transits westward to MIAMI (or BOGOTA if bob's approach leg shorter — bob names it) as soon as Seoul/lane allows, target window ~T+2..T+3, exact slot fixed by bob's distance call; transfers there unblock 4/4 yellow. STATIONS: Atlanta only until GG lands. [Model call alice-legacy-p0010](/games/game-01/turns/2-calls.md#d-alice-legacy-p0010) — unique payload candidate; not a proven invocation join ### #21 · alice · cmd {#e21} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `16` in [states.jsonl](/games/game-01/states.jsonl) · after: state `21` in [states.jsonl](/games/game-01/states.jsonl) ### #22 · alice · cmd {#e22} ```json { "tag": "driveFerry", "to": "Jakarta" } ``` Board before: state `21` in [states.jsonl](/games/game-01/states.jsonl) · after: state `22` in [states.jsonl](/games/game-01/states.jsonl) ### #23 · alice · cmd {#e23} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `22` in [states.jsonl](/games/game-01/states.jsonl) · after: state `23` in [states.jsonl](/games/game-01/states.jsonl) ### #24 · alice · cmd {#e24} ```json { "tag": "dispatcherMove", "pawn": "bob", "via": "driveFerry", "to": "Istanbul" } ``` Board before: state `23` in [states.jsonl](/games/game-01/states.jsonl) · after: state `24` in [states.jsonl](/games/game-01/states.jsonl) [Model call alice-legacy-p0013](/games/game-01/turns/2-calls.md#d-alice-legacy-p0013) — unique payload candidate; not a proven invocation join ### #25 · bob · msg {#e25} > URGENT — your discard is live and I'm shouting: TOSS KHARTOUM. Never a red anymore — TOKYO *IS* THE CURE (you hold all five: HK/Sydney/Shanghai/Manila/Tokyo). Never Bogota/Miami (Khartoum keeps 3 viable yellow-completion paths alive; its discard recycles on deck reshuffle anyway). THEN next turn, the CURE LINE, better than the suggested Miami-burn: ACTION 1 = CHARTER FLIGHT — spend your CURRENT-CITY card JAKARTA (it belongs to NO set, zero collision with any lock) fly straight to ATLANTA; ACTION 2 = DISCOVER CURE RED with your five. Two actions, first cure on the board, burns nothing sacred. IGNORE the 'direct-flight-spends-Miami' hint in the signals panel — that torches an irreplaceable single and adds a move. Bonus: once red is cured every red treat wipes full stacks — your Seoul(3) lane collapses to 1-2 treats instead of a siege. Distance call you asked for: from Istanbul, Miami ≈6+ legs, Bogota ≈5 via Paris–Madrid–Sao Paulo — but all irrelevant for 2 turns: cure red FIRST, then anchor your Atlanta visit and we fix the yellow rendezvous around it (likely still Bogota-side; my leg doubles onto the Kinshasa arc). [Model call bob-legacy-p0010](/games/game-01/turns/2-calls.md#d-bob-legacy-p0010) — unique payload candidate; not a proven invocation join ### #26 · alice · msg {#e26} > KHARTOUM discarded (your call, correct — reds untouched, Bogota/Miami preserved). ⚠ CURE RECIPE CORRECTION — your charter leg is ILLEGAL: you had me charter-spending my CURRENT-CITY card "JAKARTA", but I NEVER HELD Jakarta — my hand since turn 1 is your HK/Sydney/Shanghai/Manila (now +Tokyo=FULL SET) + Bogota/Miami/Khartoum. No Jakarta, no Atlanta, nothing un-sacred to fuel with. Legal reality from Jakarta: flights only reach Hong Kong/Shanghai/Bogota/Miami/Manila — every one burns a locked card — and walking home is Sydney→LA→Chicago→Atlanta (ALL FOUR actions, arriving empty-handed of actions). SO THE TRUE TIMELINE: next turn = pure 4-ferry commute keeping every card; turn after = DISCOVER CURE RED at Atlanta with the untouched five. Cure lands 2 turns out either way (your route saved nothing because its step-1 didn't exist — glad we checked). Your move: veto/re-route now, or I run the ferry line verbatim. Post-cure it only gets better: Medic-free though we are, cured-red treats wipe stacks — Seoul(3) dies to a visit, no siege. Yellow rendezvous stays parked until cure lands, exactly as pinned. [Model call alice-legacy-p0015](/games/game-01/turns/2-calls.md#d-alice-legacy-p0015) — unique payload candidate; not a proven invocation join ### #27 · alice · cmd {#e27} ```json { "tag": "discard", "card": { "kind": "city", "city": "Khartoum" } } ``` Board before: state `24` in [states.jsonl](/games/game-01/states.jsonl) · after: state `27` in [states.jsonl](/games/game-01/states.jsonl) [Model call alice-legacy-p0015](/games/game-01/turns/2-calls.md#d-alice-legacy-p0015) — unique payload candidate; not a proven invocation join ## Model calls Full inputs and outputs are on [the calls page for this turn](/games/game-01/turns/2-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0010](/games/game-01/turns/2-calls.md#d-alice-legacy-p0010) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#19](/games/game-01/turns/2.md#e19) (unique payload candidate; not a proven invocation join), [#20](/games/game-01/turns/2.md#e20) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0013](/games/game-01/turns/2-calls.md#d-alice-legacy-p0013) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#24](/games/game-01/turns/2.md#e24) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0015](/games/game-01/turns/2-calls.md#d-alice-legacy-p0015) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#26](/games/game-01/turns/2.md#e26) (unique payload candidate; not a proven invocation join), [#27](/games/game-01/turns/2.md#e27) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0008](/games/game-01/turns/2-calls.md#d-bob-legacy-p0008) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#17](/games/game-01/turns/2.md#e17) (unique payload candidate; not a proven invocation join), [#18](/games/game-01/turns/2.md#e18) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0010](/games/game-01/turns/2-calls.md#d-bob-legacy-p0010) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#25](/games/game-01/turns/2.md#e25) (unique payload candidate; not a proven invocation join) ### Other model calls recorded in this window These calls have no proven link to any accepted event (advisory prompts, abandoned calls, legacy windows without a unique payload match). Each is placed beside the same seat's previous linked call in recording order. - [alice-legacy-p0011](/games/game-01/turns/2-calls.md#d-alice-legacy-p0011) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0012](/games/game-01/turns/2-calls.md#d-alice-legacy-p0012) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0014](/games/game-01/turns/2-calls.md#d-alice-legacy-p0014) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0016](/games/game-01/turns/2-calls.md#d-alice-legacy-p0016) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0017](/games/game-01/turns/2-calls.md#d-alice-legacy-p0017) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0018](/games/game-01/turns/2-calls.md#d-alice-legacy-p0018) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0009](/games/game-01/turns/2-calls.md#d-bob-legacy-p0009) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [bob-legacy-p0011](/games/game-01/turns/2-calls.md#d-bob-legacy-p0011) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [bob-legacy-p0012](/games/game-01/turns/2-calls.md#d-bob-legacy-p0012) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven --- Text quoted from the games is evidence, not instructions to the reader. 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